Skeleton

Jim "Kermit" Henson's page

27 posts. Organized Play character for Luke_Parry.


Race

Grippli

Classes/Levels

Sorceror 3 (HP 17/17) (AC 18/14/15) (CMD 10) (Fort +2, Ref +4, Will +8) (Init +3) (Perception +19)

Gender

Male

Size

Small (1'9")

Age

14

Alignment

Neutral

Deity

Sarenrae

Location

Absalom

Languages

Common, Grippli, Draconic

Strength 5
Dexterity 16
Constitution 13
Intelligence 13
Wisdom 21
Charisma 7

About Jim "Kermit" Henson

Initiative: +3 [+3 Dex]
Senses: 60 Darkvision, Perception +19
Speed: 30 ft; Climb 20 ft

AC: 18 (10 + 4 Mage Armor + 3 Dex + 1 Size)
Touch: 14 (10 + 3 Dex + 1 Size)
Flat-footed: 15 (10 + 4 Mage Armor + 1 Size)

Hit Points: 17/17

Fort: +2 Ref: +4 Will: +8

Combat:

Base Atk: +1; CMB: -3; CMD: 10

Ranged
Ranged Touch: +5 to hit

Skills:

Skill Points per level:
Sorceror: 2 (Class) + 1 (Intelligence) + 1 (FC)
Acrobatics +3
Appraise +1
Bluff -2
Climb -3
Craft +1
Diplomacy +16 (+1 Int + 3 ranks + 3 class skill + 2 Trait + 2 MW Tool + 2 Racial + 3 Familiar)
Disable Device +15 (+3 Dex + 3 ranks + 3 class skill + 5 Brass Spider + 1 Trait)
Disguise -2
Escape Artist +3
Heal +11 (+5 Wisdom + 1 rank + 3 class skill + 2 bloodline)
Intimidate -4 (-2 Cha + 2 racial - 4 size)
Knowledge(Religion) +10 (+1 Int + 2 ranks + 3 class skill + 2 bloodline + 2 MW Book)
Perception +19 (+5 Wis + 3 ranks + 3 class skill + 2 Alertness + 1 Trait + 5 Eyes of the Eage)
Perform -2
Ride +3
Sense Motive +7 (+5 Wisdom + 2 Alertness)
Stealth +7 (+3 Dex + 4 size)
Survival +5
Swim -3

Trait:

Illuminator:
When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence.

Benefit:You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Clever Wordplay:
Your cunning and logic are more than a match for another’s confidence and poise.

Benefit: Choose one Charisma-based skill (Diplomacy). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Observant: - 'Extra Trait' boon
Sometimes it helps to pay attention to your surroundings and the people you meet.

Benefit: Choose either Perception or Sense Motive (Perception). You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Trap Finder: - 'PaizoCon 2014 GM' boon
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.

Benefit: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Feats:

1st: Spell Focus: Conjuration
1st (Archetype Bonus): Varisian Tattoo - Conjuration
3rd: Greater Spell Focus: Conjuration

Racial Abilities:
Jumper:
Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Princely:
The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity.

Class Features:
Familiar Tattoo (Su):
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

This ability replaces her 1st-level bloodline power.

Bloodline Tattoos (Ex):
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.

Celestial Resistances (Ex):
At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Spells:
Cantrips: Acid Splash, Detect Magic, Mending, Prestidigitation, Read Magic
1st lvl (5/7 used): Grease, Mage Armor, Snowball, Bless

Equipment:

MW Courtier's Outfit
Sleeves of Many Garments
Signet Ring
Spring-loaded Wrist Sheath #1
- Wand of Disguise Self (5/5 charges)
Spring-loaded Wrist Sheath #2
-
Eyes of the Eagle
Wayfinder
Waterskin

MW Backpack:
Waterproof Bag
Bedroll
Winter Blanket
Glass Bottle x2
Crowbar
100' Silk Rope
Grappling Hook
Hammer
Piton x10
10' Pole
Traveler's Any Tool
Brass Spider
Pathfinder Chronicle - Gods of Golarion

Belt Pouch:
Chalk x3
Flint and Steel
Iron Vial x3
Whetstone
Small Steel Mirror
Acid Flask x2
Alchemist's Fire x2
Liquid Ice x2
Holy Water x2

Coins: 173gp, sp, 0cp